Zivouhr wrote: In Melee Shoot Kaboom, can the player choose the map to fight on? How many fighters in the game total do you have planned? What have been some of the challenges creating this style of game?
Zivouhr wrote:20 characters, sounds good. Each one offering a unique play style or option will be even better.
lcl wrote:I just tried you game.
I have to say that I was positively surprised. You have learnt a lot, this game shows big improvement over some of your previous games!
I understand that the demo is just a pre-alpha, and thus a lot things are yet to be done and bugs fixed.
One bug I found was that it's possible to select all four characters for a single match. That obviously creates multiple other bugs with the winning ceremony etc.
Also, I think the controlling is a little weird as you can't move to any other direction before you've released other buttons.
I mean, if you're pressing left, you can't start moving up before letting go of the left arrow and then pressing up again, so you have to even release the up key and press it again in order to make the character move up.
(That was one very bad explanation, but I hope it gets the point across..)
One thing you should consider is to balance the different attacks so that quicker attacks deal less damage and slower attack more damage.
Because currently there's simply no sense in doing anything else but holding down the button for the fastest attack, and the slower ones only dealing the same +1 damage are useless.
Balancing the damages is really essential so that every attack has their pros and cons, like this:
Attack 1
- Fast (that's a pro)
- Deals only little damage (that's a con)
Attack 2
- Slow (that's a con)
- Deals much damage (that's a pro)
If any attack has only cons it will never be used, and if an attack has only pros it renders all other attacks useless.
So, balancing, balancing...
Also, the current health system is just weird. Why call it HP if the more you have means the closer you are to dying?
Either make it so that every player starts with 70 and then it decreases, or call it damage instead of HP. 70 also seems a bit weird value to choose, normally games operate on percents, so things like HP are based on values 0-100 (1 HP = 1%) or 0-10 (where every 1 HP can be considered as 10%).
Then just a minor thing, but it's kinda funny how the loading text animates backwards, I mean, the three dots disappear instead of appearing one by one
I hope you consider my feedback valuable. I know this was a pre-alpha, so this should not be considered as the actual product. And because I knew that, I assumed it would be good to tell you what things may need more work and how you could make this game better for the actual release.
Good job so far, keep working and improving the game!
Also, one more question/suggestion.
Are you going to add enemy AI so that one can play against computer instead of another human player?
lcl wrote:Also, I think the controlling is a little weird as you can't move to any other direction before you've released other buttons.
I mean, if you're pressing left, you can't start moving up before letting go of the left arrow and then pressing up again, so you have to even release the up key and press it again in order to make the character move up.
(That was one very bad explanation, but I hope it gets the point across..)
lcl wrote:One thing you should consider is to balance the different attacks so that quicker attacks deal less damage and slower attack more damage.
Because currently there's simply no sense in doing anything else but holding down the button for the fastest attack, and the slower ones only dealing the same +1 damage are useless.
Balancing the damages is really essential so that every attack has their pros and cons, like this:
Attack 1
- Fast (that's a pro)
- Deals only little damage (that's a con)
Attack 2
- Slow (that's a con)
- Deals much damage (that's a pro)
If any attack has only cons it will never be used, and if an attack has only pros it renders all other attacks useless.
So, balancing, balancing...
lcl wrote:One bug I found was that it's possible to select all four characters for a single match. That obviously creates multiple other bugs with the winning ceremony etc.
lcl wrote:Also, the current health system is just weird. Why call it HP if the more you have means the closer you are to dying?
Either make it so that every player starts with 70 and then it decreases, or call it damage instead of HP. 70 also seems a bit weird value to choose, normally games operate on percents, so things like HP are based on values 0-100 (1 HP = 1%) or 0-10 (where every 1 HP can be considered as 10%).
Then just a minor thing, but it's kinda funny how the loading text animates backwards, I mean, the three dots disappear instead of appearing one by one
lcl wrote:Good job so far, keep working and improving the game!
lcl wrote:Also, one more question/suggestion.
Are you going to add enemy AI so that one can play against computer instead of another human player?
bat78 wrote:This is your worst attempt of all worst attempts of inventing a "game".
I was all scared to press the download button but hey, of course I won't unless I wan't to harm myself, my ears, my eyes and in fact any single sense of mine.
Thank God there is no download button. It seems God have mercy.
If your target shot is to put us in infinite terror, one more game like that and your goal might be achieved.
I need to take a breath now.
*moments later*
Hi again, knckie did I forgot to mention that your stealing skills seems improved. Now you not only steal from external sources but now, you also steal style from internal sources. And to make it clear, since you didn't understand, look at this: viewtopic.php?f=4&t=13321
See something similar? Lets test your vision.
Don't answer to a rhetoric question dummie, leecher, get a hold of yourself, evaporate.
MrJolteon wrote:What I think about this game
Using only the ten hundred most used words
Good things:
Computer drawings:Sound
- No 'Fixedsys'
- Your computer drawings are better than before
Not seen things that let you play the game:
- I've heard worse
- Does not fill my ears with red water
Bad things:
- I can pick between running it in a window or cover the whole light box
Computer drawings:Sound
- Still do no look like they pop out of the light box
- We have talked about this, Mr Edwards
- You picked a bad word look
Not seen things that let you play the game:
Points:
- Must stop pressing the walk key to turn
- Can hold one attack key to fast kill the other person
- The keys to press are confusing, you must tell people what they are, or change them
- Bad 'health system' that goes from nothing to ten times seven and not from one hundred to nothing
- Attacks need 'balancing'
- Two out of five - you are probably having a very bad time and will not go to space today
MrJolteon wrote:[*]Must stop pressing the walk key to turn
[*]Can hold one attack key to fast kill the other person
[*]The keys to press are confusing, you must tell people what they are, or change them
[*]Bad 'health system' that goes from nothing to ten times seven and not from one hundred to nothing
[*]Attacks need 'balancing'[/list]
MrJolteon wrote:Still do no look like they pop out of the light box
MrJolteon wrote:You picked a bad word look
MrJolteon wrote:We have talked about this, Mr Edwards
knucklecrunchgames wrote:MrJolteon wrote:Still do no look like they pop out of the light box
I'm sorry I don't know what you mean by this? Could you explain that a bit more, thanks.
MrJolteon wrote:You picked a bad word look
I also don't understand what you mean about this? Is it the font?
MrJolteon wrote:Yes. The font you picked for nearly everything is worse than Fixedsys.
bat78 wrote:This is your worst attempt of all worst attempts of inventing a "game"....
*snip*
...Don't answer to a rhetoric question dummie, leecher, get a hold of yourself, evaporate.
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